Colt 1851 Navy Revolver (5e Equipment)

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Colt 1851 Navy Revolver

Martial Ranged Weapons
Weapon Cost Damage Weight Properties
Colt 1851 Navy Revolver 750 GP Special 2.5 lb. Ammunition (range 35/100), reload (6 shots)

A six-shot, .36 caliber black powder revolver with a removable cylinder. Loading the revolver requires a percussion cap, black powder charge, and an appropriately sized lead ball for each of the chambers in the cylinder. Fully loading an empty cylinder takes 1 minute if the user is proficient with firearms or 5 minutes if they are not. To more quickly reload in combat, the entire cylinder can be swapped out with a replacement cylinder in place of one of the attacks you would make as part of the Attack action. The weight of the cylinder is 0.5 lb and spare cylinders costs 50 GP each.

The revolver can be loaded with three differently sized black powder charges. A light charge uses 15 grains of powder, and the ball is fired at subsonic speeds. It does 1d8 piercing damage and the shot is audible up to 300 feet away. A standard powder charge uses 20 grains of powder, dealing 1d10 piercing damage and causing the shot to be audible up to 500 feet away. A heavy powder charge uses 25 grains of powder, dealing 1d12 damage and causing the shot to be audible up to 750 feet away.

A charge of less than 15 grains will cause the ball to get stuck in the barrel, requiring an Action to fix. If the revolver is fired with a ball stuck in the barrel, roll percentile dice. On a 50 or lower, the revolver explodes in your hands, dealing the damage of each loaded chamber combined--for example, if 4 chambers are loaded with a standard charge, the damage would be 4d10. On a 51 or higher, the revolver fires both balls, dealing normal damage but causing the attack to be rolled at disadvantage.

A charge of more than 25 grains will risk destroying the revolver. If a larger charge is fired, roll percentile dice. Rolling below 5 times the number of excess grains will cause the revolver to explode as described above. For every chamber loaded with more than 25 grains of powder, the damage is 2d8, rather than the values listed above. For example, if you fired a chamber with 30 grains of powder, rolling below a 25 would cause the revolver to explode. If the revolver does not explode, the ball deals 1d12 plus 1 additional point of damage for every two grains of powder above 25, and the shot can be heard from up to 1000 feet away.

Targeting a loaded cylinder with heat metal will cause it to explode as described above.

If the revolver explodes for any of the above reasons, it can be heard from up to 1500 feet away.

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